Scramble for Africa

Scenarios - Sid Meier's Civilization V - Brave New World Game Guide

When the Europeans visited and conquered most of the world, in 1881 they turned their eyes to Africa. Will you take on the role of an European leader and start exploring and conquering the unknown lands? Or maybe you will side with the locals and repel the invasion? And, which is even more important, will you emerge victorious?

Scenario description

Towards the end of the 19th Century, the colonial empires such as England, Portugal or France had a large portion of the World under their control. Therefore, they turned to Africa, its riches and unexplored lands. You can assume the role of one of such empires and take as much land as you can. As an alternative, you can take on the role of one of the African tribes in order to protect Africa from the invaders. The game I played for points. Your objective is to win as many as possible within 100 turns.

Scenario tenets:

The European civilizations, i.e. England, Belgium, Germany, Portugal, Italy and France earn victory points for being the first European nation todiscover a natural wonder, for seizing Suez and the longest railway line on the continent.

Only the European civilizations can board their land units, lay rails and excavate in search of artifacts. Additionally, they have a special units at their disposal Explorers, that replaces the Archeologist and Scouts, doesn't slow down in difficult terrain and does not need the University.

As an European, you have at the beginning, at your disposal, all the inventions of the industrial Era, and the technology of the Railway from the Modern Era , which enables to lay rails and discovers the Relics of the Past. The Europeans start with several cities scattered all along the continent's coastlines. The only European civilization with no cities at the beginning is Belgium.

As an African nation, you already have at your disposal all the technologies up to the Industrial Era but WITHOUT THE Railway. The North-African civilizations already have several cities, and quite vast areas at their disposal . The Sub-Saharan civilizations do, or do not have cities and you need to start them.

Only the Sub-Saharan civilizations can create Great Artists and their Guilds.

Science and religion are off.

Civilizations

Europeans:

England- Colossus of Rhodes- Bonus: double the speed of building improvements and fields - Special: Ship of the Line (unit, replaces Frigate, it's faster and tougher).

Belgium - Paddle steamers- Bonus: rivers and the adjacent difficult terrain is treated as dry land. Rivers are extensions to the on-land trade routes. +2 to production from plantation- Special: ForcePublique (unit, replaces Riflemen, it has bonus to fights in difficult terrains and against damaged units).

France - The Third Republic - Bonus: the already started cities have additional territories from the beginning- Special: Foreign Legion (unit, bonus to fight in foreign territories, replaces Infantry).

Germany - Gunship Diplomacy- Bonus: +9 influence on the turn in City-States that you can claim tribute from. The City-States are not bothered by your units on their land - Special: Brandenburg Warship (unit, the mightiest unit in this scenario, replaces the Steam Battleship).

Egypt -Muhammad Ali's Heritage - Bonus: Bonus to gold for Ports and Caravanserais is doubled - special: Dervish cavalry (unit, replaces Cavalry, it is stronger out in the open and faster to create Great Generals) and Tomb (building, replaces the Temple, does not require keeping but, plundering the city gives double the amount of gold to the enemy).

Morocco - The Gateway to Africa - Bonus: +3 gold and +1 culture for every international trade route. The other civilizations have +2 gold for a trade route to Morocco - Special: Casbah (field improvement, adds fields to desert +1 food, production and gold) and Berber Cavalry (unit, adds bonus within Morocco and in the desert, replaces Cavalry).

The Ottoman Empire - Barbarian Corsairs- Bonus: ships that use melee in fight can seize the defeated ships of the enemy, maintaining sea units equals a third of the regular cost- Special: Spahisi (unit, faster and quicker than Lancers) and Turkish Bath (building, replaces the stock exchange, adds bonus to gold and ads gold to trade routes).

Boers - Great Trek - Bonus: +1 culture and +1 food from each farm- Special: Foreign volunteers (unit, replaces Riflemen, weaker in attack, stronger in defense, heals own wounds) and Staatsmuseum (building, replaces Museum, after building, the Great Work of Art is there, adds bonus to culture to the city where it was built, but after seizing, gives victory points to the opponent).

Warrior Code - faster training of units that fight at close quarters by 15%, a free Great General, Great Generals appear faster by 25%

Nationalism - 15% of combat bonus for fighting on your ground.

Genius - free, any available, Great Person.

Cultural Centers - you gain +5 culture for each Great Work of yours.

Discipline - 15% bonus to combat strength for units fighting at close quarters, when neighboring the allied units.

Strategy

Europeans should focus on recapturing Suez and building the Railway connecting their cities. It is going to be difficult, due to the fact that the territories of individual nations are spread all around the continent. Military action against the neighboring nations is an alternative.

Africans create their empires basing on the map's tenets - they try to achieve a large income in gold- the more gold the more points.

The South tries to achieve high cultural efficiency - thanks to this they will quickly acquire big amounts of points. The number of points may be increased by creating Great Artists, who, by creating Great Works contribute to the increase in culture.